Final Fantasy X – the Jump (Version 0.12)
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Final Fantasy X – the Jump (version 0.12) Prototype Version. & a shoutout to Lycoris for setting foundations in place. Scream at Dirge if changes are needed or there are questions. “Listen to my story. This…may be our last chance.” Traveler, first and foremost, welcome to Spira. Spira, a world locked in a cycle of death and rebirth. On the surface, Spira is calm as its denizens go about daily life without interruption, living in small peaceful villages scattered over the main continent. Underneath the veneer of tranquility, relics from Spira’s turbulent past are still crawling about, making its future an uncertainty. In this world there are the Ronso, beast people of the North. The Guado, the protectors of the afterlife. The Al Bhed, masters of machines since ancient times. Of course, there are also your day to day Spiran humans. They live in harmony…or so it seems. Traveler, the world may seem calm, but do not mistake stagnation for tranquility. For in this world, a great beast stirs – its name is Sin, and it is out to complete a singular mission programmed into its existence: The reduction of civilization to a primitive state. Without the removal of Sin, the people of Spira will never grow, will never advance. Know this, Traveler, Sin perpetuates stagnation. When Sin deems it fitting, it will destroy Spira, and you along with it. You will have the total time of ten years in this world. Though survival alone would already equal success, Sin will not wait idly by for ten years for you to enjoy the peace. Within your first year, Sin will begin launching attacks on the cities of Spira. If within six months Sin is not defeated, Sin will escalate its assault, launching attacks on every front simultaneously. Given time, a certain lady summoner may put an end to the whole system. However, she will be facing a large slew of ordeals along the way, and it is well within your best interests to lend a hand. There are plenty more dangers in Spira than simply Sin however. Undead, known here as the Unsent wander the world, and the dead should not be controlling the living. Monsters roam anywhere civilization has failed to reach, and Sin’s brood add to their number. The machinations of men are plenty, and political workings are hidden behind the immediate danger of Sin. You will arrive at the same time as when a certain young man washes up on the island of Besaid, in the southern extremes of the continent. We’ll get to where you washed up in a second, but there are some formalities to attend to before that. Know that time in Spira has been warped by your coming. Events will happen quicker than usual, and you may find yourself caught out of the loop even if you had an idea of what the future would foretell. Worry not, because news travels fast in Spira, and the locals will be more than happy to tell you what is occurring. Also know that the end of Sin does not mean the end of Strife. For after Sin is defeated, there will be others to take its place. Two years’ time will pass from the defeat of Sin until the advent of the Sphere Hunters. Though perhaps not as much of a pressing concern as Sin, an ancient machina will stir during this time, once again seeking to toss Spira into chaos. Perhaps after all of this, we may know peace yet. Ten years’ time, Traveler. Make good use of it. Before you run free into this world, take this with you, and spare me a little more of your time. There are details to attend to and facts to confirm. +1000 CP Personal Details Let’s start with the basics. Your age will be determined by dice. Roll an eight sided dice and I’ll add 15 years on top of that. Can’t have you being too young now, can we? Age 1d8 +15 It would be awkward to dictate your gender when I can obviously see what gender you are, so I’ll let you remain as you are…unless you’re open to change? Gender Chosen At Will You can however, decide for yourself whether you would like to experience a different race. Certainly each one is its own unique experience…the choices are free. Human + The most innovative of the races, you inherently see and understand systems and concepts quicker than most, being the most open minded amongst all. + Naturally learns new skills faster than others. + There’s no natural prejudice against you. - You’re not the fastest, or the smartest, or the strongest. So you’re kind of the jack of all trades. Al Bhed + Natural affinity towards machines, you don’t even need to see the machine, just hearing its description you’ll know how it works. + Natural proficiency with all things technological. + You know the Al Bhed and Common tongues by birth, so no worries about being language deficient! + You naturally like to mix things up. Seems like you’ve got a bit of alchemy skill in you. - There’s a severe prejudice against you. - If you use machina around people, even if its just a toy, there’s a good chance people will freak out. Ronso ? The mountain folk who guard the paths of Gagazet. Giant feline humanoids that tower over the normal human in Spira. Actually they tower over all of the other human races. + You’re big, strong, and very durable. You’ve also got a big horn. + You also have a natural knack of learning the skills of enemies. Some skill called a Lancet I think. + Gagazet’s frozen environment has made you naturally cold resistant! You’re also quite furry. - You’re not much of a machine person. Actually you’d rather not use machines at all. - You also inherently hate Guado…for a reason that you’re actually not quite sure why…yet. Guado + The guardians of the Farplane, Spira’s afterlife. You’re part of a cloistered clan living in the forests of Guadosalam, next to the Moonflow river. + You’re more proficient at magic than others. You naturally know the fundamental black and white magics whereas the other races have to learn it slowly. + Your people are very well connected, so it’s likely you’ll find aid no matter where you go. - Unfortunately, you’re going to get a bit of a bad reputation as time passes by. People will look at you with suspicion unless you work to prove them wrong. - You’re also a bit of a snob. Better work on that. From time to time, you’ll be overcome by an urge to tell others than you’re right. Even if you’re wrong. Cactuar + An elusive divine beast! + You run away fast. + You attack fast. + You can naturally summon hordes of Cactuar. - Good luck fighting Sin. Good luck finding a party to fight Sin. + Good luck in general. Locations Roll an eight sided die to decide where you’re going to get dropped off. If you have a specific location in mind, just 50 CP will do. 1 – Besaid Island You find yourself on the shore of Besaid island, at the Southern extremity of Spira. Travel to the rest of Spira is done by boat, but with the presence of Sin about, boats often end up getting attacked by its brood. There’s a temple here for summoners to get an aeon, Valefore. A certain lady summoner will start from here shortly after you arrive, maybe you want to tag along? 2 – Kilika Island You find yourself washed up on the port of Kilika island, just a bit to the North of Besaid. There’s a massive jungle here that separates the port from the temple of Ifrit, but I’ve heard there’s also a massive plant beast called an Ochu here. Might want to stay away from him. Discretion is the better part of valor after all. 3 – Luca You find yourself washed up on the docks of Luca. Luca, the last major city on the Southern hemisphere of Spira. Luca, the home of blitzball, the official sport of Spira. There are plenty of connections to various places here, and Luca is basically the hub for major civilization in Southern Spira. Plenty of guardians and summoners would pass through here. The highroad nearby leads towards Bevelle, but it seems like military troops are preparing for something nearby… 4 – Djose You find yourself washed up on the rocky shores of the Djose highroad. The temple for Ixion is nearby to here, but frankly besides that, there isn’t really much to Djose. You can see the beginnings of some sort of staging ground being set up by the military. Maybe this is a practice site for some operation? 5 – Guadosalam You find yourself washed up on the edges of the Moonflow. Guadosalam, the entrance to the Farplane, is nearby, but you could also head back towards Djose. Apparently in the Moonflow there lies the ruin of an ancient machina city… There are a massive gathering of merchants here on the Moonflow, but inside Guadosalam, there are only Guado – it’s also eerily quiet in there. Gives me the creeps. 6 – Macalania You find yourself washed up on the edge of Lake Macalania. The Temple for Shiva is nearby, but the rest of Macalania is pretty much a frozen glacier. Surrounding the frozen wasteland is the Macalania forest however, and be careful because plenty of wild beasts roam its twisting and sprawling paths.